UK £ 4.99 , Canada $9.99 , Australia $12.95 This edition not available in the United States - click here for news ISBN 1-84046-391-0
Here we enter classic Fighting Fantasy; Creature of Havoc. This is the fourth book in the successful Fighting Fantasy gamebook series, this time written entirely by Steve Jackson. It is set in the most popular medieval-style gamebook setting of Allansia where unusually, you play the part of a monstrous beast.
Book Description: Evil is festering in Trolltooth Pass. The necromancer Zharradan Marr is close to stealing the secrets of Elven magic which would make him invincible. Nothing could then prevent his legions of Chaos from taking over the whole of Allansia …
But what do you know or care about all this? In this unique adventure, YOU are the Creature of Havoc, a monstrous beast with a taste for fighting. Ruled only by hunger and rage, you have no knowledge of your past or destiny. If you survive, you may begin to control your bestial nature and learn your true purpose, but success is by no means certain, for the traps and terrors of Trolltooth Pass are many...
The big enemy in this adventure is one of the three magic users educated by Volgera Darkstorm, Zharradan Marr. After Dasa Weaseltongue lets slip the secret of the Vapours of Stittle Woad, Zharradan Marr decides that the time has come to utilise these to his own advantage. Using his flying ship, 'the Galleykeep', Marr is attempting to seek out Stittle Woad from the air as the village of the Wood Elves is hidden from those travelling through the Forest of Spiders. It is essential that the wood elves are warned in time, but suspicion of the messengers may puts paid to that approach. Perhaps you, a creature that initially reacts on instincts, can save the day.
As the Creature of Havoc, your knowledge is non-existent at first. Your early reactions are determined by the luck of the dice, and only as you get further into your adventure will you get to choose your own way. There is no doubt though that this will often lead you into many death traps, as the way is fraught with danger. If you make a mistake, it is usually your last one! As you learn about who you are and where you came from the adventure starts to take shape. This development keeps you interested all the way through, and the myriad of routes that are presents makes for an exciting adventure.
Apart from the unusual fact that you play a beast in this adventure, you'll also discover that you are an extremely powerful one that can beat seemingly unbeatable opponents via fortunate dice rolling. You are armed with the deathblow, where if you roll a double for your attack strength in combat you succeed in hitting a pressure point and win the battle instantly.
Creature of Havoc is an essential part of anyone's Fighting Fantasy collection and includes a 30-page description at the start of the book that adds a real insight into the workings of Allansia and the story behind the book. There are also 460 paragraphs in the book, most of which are very long for Fighting Fantasy books making for a long adventure both in places to explore and actual written length.
About the Author: Steve Jackson
Polls: Rate the Books Difficulty
KNOWN ERRORS: Creature of Havoc
Below is a guide to all the codes from Creature of Havoc.In section 166 - "west" should be changed to "east"; and "jthjfme" should be "jthifme" in section 7). Also, the (in)famous section 213 which says "You reach a dead end.", when it should read, "You find yourself.." according to the previous paragraph(s) about using the magic pendant.
- when you face Thugruff, in the book Creature of Havoc, if you bring his stamina to 4 or less he blow a whistle and you're dead, but what happens if you roll a double in your attack in give him an Instant Death blow? How he gonna blow a whistle if he is dead? The mysteries of fighting fantasy are more deep then a simple mind can bear..
- In section 306 you are told to subtract 20 to a paragraph if it begins with "You cannot see a thing" - section 257. Then, in section 237 it says that if you reach a section starting with the phrase "You find yourself" to add 20 to your paragraph number. This is at section 20, so the doorway opens by turning to section 40. HOWEVER section 213 - which is necessary to visit - begins with the phrase "You reach a dead end". You are supposed to +20 and turn to 233 to continue the adventure and reveal the secret door, but there is no actual indication that you should do this. Therefore, section 213 should begin with the phrase "You find yourself.." to properly allow completion of the book.
Email from a reader:
Hi fightingfantasy people, did you know there’s an ERROR in the latest game book that you’ve just released? I’ve noticed the mistake in the 'Creature of Havoc', book #4, that’s just been printed in 2010.
In the first half of the book, in order to confront your undead jailer Darramouss and escape the underground dungeon, you have to find the secret door that leads to his room.
This doorway should be identifiable by a text passage in the book starting with a particular combination of three words; ‘You find yourself…’ (see book reference #237).Yet, when you find it, the marker is mistakenly left out (see book reference #213, then you should +20 to get #233 to open the secret door)!
To correct this, book reference #213 should start with the words ‘You find yourself...’ in order to identify the secret door it conceals! Unless this mistake is corrected, players of your book won't discover the entrance unless they search for it at random with the Strong-arm’s magical pendant.
Just thought I’d point this out in order to be helpful.
This paragraph introduces the pleasant village of Coven in Allansia. A simple farming village, however in the Trolltooth War set before the Creature of Havoc page 101 chapter 9, Balthus Dire actually destroyed that village and sent its people fleeing in all directions.
For continuity (even if there are no plans for the Novels to be rereleased) can a small cosmetic change me made so that the FF Novel is not set in an alternative timeline and becomes a matter of fact and therefore ‘canon?’
Just a short distance south of the building and the graveyard lies the pleasant village of Cove, whose inhabitants live in constant fear of the evil that surrounds them –
Just a short distance south of the building and the graveyard lies the pleasant village of Cove, whose inhabitants having rebuilt the village after the Trolltooth War now live in constant fear of the evil that surrounds them –
This paragraph mentions for the first time in the adventure the huge, overweight psycho Vallaska Roue who Zharradan asks you to assassinate. He unfortunately doesn’t actually make an appearance in the book which is a shame, however in the Trolltooth Wars the heroic Salamonian Knight Chadda Darkmane throws a deadly Orruk dagger into his heart and he topple onto the deck. It is never mentioned whether he is dead or he survived?
Again for continuity (can this small cosmetic change me made?)
Your first task is to execute your predecessor, Vallaska Roue. Not only has he failed me in allowing you through to my private quarters, but he has so far failed to locate the Rainbow Pools. His usefulness is at an end. Once Roue is dead, you shall have command of the Galleykeep under my orders!'
Your first task is to execute your predecessor, Vallaska Roue. Not only has he failed me in allowing you through to my private quarters, but he has so far failed to locate the Rainbow Pools. I may have saved his heart once after than fool Darkmane almost killed him with the Orukk dagger, but his usefulness is at an end. Once Roue is dead, you shall have command of the Galleykeep under my orders!'
In Paragraph 269, the Elf Whiteleaf states that:
Marr has sailed the accursed Galleykeep all his life, with its foul crew of blood lusting beast-men. Someone should sabotage the floating hellpit, by holing its hull.
This doesn’t fit in with the continuity of the Trolltooth Wars and contradicts the background Galleykeep section as that explains Marr seized that ship purely for the sake of finding Stitle Woad (Eren Durdinath).
Again for continuity (can these small cosmetic change me made?)
Thus the passage in the background:
The success of their plan was a tribute to their military skills. The Galleykeep fell after a short but bloody ambush in the sky by Marr’s trained Tooki troops, and he was delighted with his new vessel. Within days he had set up his headquarters in the ship.
So this is now his home, and he has begun his search over the Forest of Spiders for the village of Stittle Woad.
The success of their plan was a tribute to their military skills. The Galleykeep fell after a short but bloody ambush in the sky by Marrs trained Tooki troops, and he was delighted with his new vessel. Within days he had set up an alternative headquarters in the ship to his preferred underground stronghold in the Yellowstone Mines.
For many years he has used the ship for travel, trade and as a temporary war office during the Trolltooth War against his enemy Balthus Dire. Recently he has begun his search over the Forest of Spiders for the village of Stittle Woad.
Also, 269 should say…
Marr has sailed the accursed Galleykeep for many years with its foul crew of blood-lusting beast-men.
PARAGRAPH 141 and 423
Both paragraphs describe the Bilgewater River and your transport by the Women of Dree. One paragraphs explains the river is foul and pungent, the other cool and splashing your face. Both paragraphs should say foul and pungent as believe me that river stinks..doesn't it Steve :-)
HOW TO FIGHT THE CREATURES OF TROLLTOOTH PASS
The details within the How to Fight the Creatures of Trolltooth Pass are not right as the unique rules to the book i.e.. the Instant Death etc are not made clear. These also affect several encounters that mean the unique rules are worthless:
A) PARAGRAPH 82/305
When you face Thugruff you are told if manage to reduce his stamina to four or less turn to 305 where he blows a whistle and you're killed by his minions (305). If a player rolls a double during any Attack Round it is deemed an Instant Death blow so how can Thugruff blow a whistle if he is dead?
A simple solution is to slightly change paragraph 305 so that:
Thugruff recovers from the blow and staggers to his feet.
Thugruff collapses to the floor from a deadly blow and raises his face from the earth to speak.
Similar battles "not to the death" include that with the Black Elf, and the human "Eleven" .
B) PARAGRAPH 229/352
When you face the lightly armoured human legionnaire known as ‘Eleven’ at the Testing Grounds due to his medallion he wears around his neck, you are told if manage to reduce his stamina to two or less turn to 352. At 352 you are asked if you reduced Eleven’s STAMINA to 2, turn to 118.
Again, If a player rolls a double during any Attack Round it is deemed an Instant Death blow so Eleven wouldn’t have a STAMINA score of 2 if he was dead?
A simple solution is to slightly change paragraph 352 so that:
'Enough!' shouts Thugruff. 'I have seen enough.’ If you reduced Eleven’s STAMTNA to 2 turn to 352
'Enough!' shouts Thugruff. 'I have seen enough.’ If you reduced Eleven’s STAMINA to 2 or less turn to 118.
C) PARAGRAPH 425/275/256
When you are attacked by the Black Elf at paragraph 425 you are told to turn to paragraph 275 after 2 Attack Rounds. When I played the book I always remember killing it in the first with the unique rules :-)
A simple solution is to slightly change paragraph 275 so that:
The Black Elf realizes he is no match for your strength and he suddenly pulls from his pocket a
small whistle, which he puts to his lips and blows.
Out of nowhere you manage to catch the Black Elf a deadly blow and he falls to the floor. With an agonising face he pulls from his pocket a small whistle, which he puts to his lips and blows.
Unfortunately the Black Elf (who could still be dead if a player had rolled an instant death) is alive on the next paragraph you are told to go to after 256. He blows a whistle again arghhhh so another change is needed
Breathing heavily, you rise to your feet and stand over the body of the Chaos Warrior. Your attention turns to the Black Elf who is once more blowing his whistle for reinforcements.
Breathing heavily, you rise to your feet and stand over the bod